scenes and lights

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Dakurv
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scenes and lights

Post by Dakurv »

Hi guys , sorry for the ultimate noob question :? I want to export to ogre this scene. No i know how to export 1 single object but if i want to export the whole thing how do i do it ? ive read a lot of posts mentioning dotcene and this tool seems to be what i need.

I want to be able to export lights and if possible fog settings. Is the glow effect something that you need to define in the 3dmax material too ? again sorry , my questions probably sound silly to more advance content creator. Thanks a lot for your time. Use any of the songs below in your projects as a compensation.

http://www.dakurv.com/muzak/
http://www.dakurv.com/samples/

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Last edited by Dakurv on Mon Dec 12, 2005 7:11 am, edited 1 time in total.
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celic
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Post by celic »

It seems to me that you need dotScene here.
.scene format supports storage of lights, billboards.. and I'm not sure about cameras. :?
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Post by Dakurv »

where do i download dotscene ?
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celic
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Post by celic »

where do i download dotscene ?
it's available through CVS, look in the addons section.
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Post by Dakurv »

im sorry i dont have CVS and i dont know how to set it up... i have no clue what it is actually.
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Post by Will Bricknell »

Hi, theres a guide to CVS access stickied at the top of the help forum, it will take you through downloading anything ogre related from cvs, the thread is here: http://www.ogre3d.org/phpBB2/viewtopic.php?t=3835

good luck with your project :)
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Post by Dakurv »

ho cool a bunch of files to compile... very usefull for artists ;)

this ogre puzzle is difficult :cry: but i know its going to be rewarding in the end.

They should really make artist's life easier tho :/

Why not make pre-build version easily available on a web page and keep un-compiled files as an optional download. I think i spent more time figuring out stuff that should be simple then actually doing content dev for the last 2 weeks. Is this how linux is ? hehehe just kidding. :D

thanks for all the help
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Post by IFASS »

Dakurv wrote:ho cool a bunch of files to compile... very usefull for artists ;)

this ogre puzzle is difficult :cry: but i know its going to be rewarding in the end.

They should really make artist's life easier tho :/

Why not make pre-build version easily available on a web page and keep un-compiled files as an optional download. I think i spent more time figuring out stuff that should be simple then actually doing content dev for the last 2 weeks. Is this how linux is ? hehehe just kidding. :D

thanks for all the help
Well.. look at this:
http://wiki.openfrag.org/index.php?titl ... leDotScene

;)
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Post by Dakurv »

hey thank you very much for that link , thats EXACTLY what i needed :) cheers !
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Post by Dakurv »

There should be a thread used as a frustration outlet , a place were swear words would be acceptable ! :)

3 expressos and drum n' bass music might be a temporary solution :D

i see there is 3 ogre materials in the tutorial

ogre single pass
ogre technique
ogre combined

mine only says Ogre material

any clues on how to get the other 3 to show up ?

i tried to export a scene anyway and it worked but when i ran the scene.bat autoexec it only generated a .bak and not the .bin , by looking at it in the command prompt everything seemed to be normal... but then again i skipped the part where they suggest using the ogre single pass material because it doest show up.

:/
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Post by xavier »

Dakurv wrote:drum n' bass music might be a temporary solution :D
Might I suggest instead a nice trance, some Oakenfold perhaps? ;) D&B will just get you more hyped, not more relaxed. :P
i see there is 3 ogre materials in the tutorial

ogre single pass
ogre technique
ogre combined

mine only says Ogre material

any clues on how to get the other 3 to show up ?

i tried to export a scene anyway and it worked but when i ran the scene.bat autoexec it only generated a .bak and not the .bin , by looking at it in the command prompt everything seemed to be normal... but then again i skipped the part where they suggest using the ogre single pass material because it doest show up.

:/
What sort of passes are you trying to implement? Simple FF texture? arbvp/fp in GLSL? What do you mean "doesn't show up?"
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Post by Dakurv »

hey thanks for the trance music suggestions :)
http://www.di.fm/mp3/trance.pls

ok i now have acces to those 3 materials... i understand i have to "redo" the mapping on my objects using ogre [ single pass ] ( i think ) .

but when i try to preview my material using the preview button i get this

Maxscript rollout handler exception
--Runtime error : filestream cannot create : c:\3dmax6\script\octopus\viewer\preview.material

and went i try to export this scene using octopus i get

Maxscript rollout handler exception
--Runtime error : unknown struct member: #first frame

it seems to be a path issue as i am using max 7 not max 6 as defined in the error's path. I searched for the proper .ini to edit... i cant figure it out.

thanks for your help people i feel im getting so close to being operational
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xavier
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Post by xavier »

Dakurv wrote:hey thanks for the trance music suggestions :)
http://www.di.fm/mp3/trance.pls
I know it well. ;)
but when i try to preview my material using the preview button i get this

Maxscript rollout handler exception
--Runtime error : filestream cannot create : c:\3dmax6\script\octopus\viewer\preview.material

and went i try to export this scene using octopus i get

Maxscript rollout handler exception
--Runtime error : unknown struct member: #first frame

it seems to be a path issue as i am using max 7 not max 6 as defined in the error's path. I searched for the proper .ini to edit... i cant figure it out.

thanks for your help people i feel im getting so close to being operational
Ah, see, part of the problem is that this isn't the best place to ask Yake or Octopus questions (even tho Yake and Octopus people frequent here too). Have you tried the Yake forums for the path issue?
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Post by Dakurv »

hey i was able to configure the .ini so it points to thr right paths

no i have this problem

when i try to preview my material in 3dmax7 i get this

Error #4

Problems finding requested direct 3D driver !
ogred3d9rendersystem.cpp
line:445


and when i try to export my scene i get this

-- Runtime error : unknown struct member : #firstframe

anyone ever experienced the same problem ?
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Post by ekt »

for your first problem:
in .\scripts\octopus\viewer\ you should have a ogre.cfg file. inside this file, be sure to _delete_ the row wich talks about a graphic card (wich is most probabily not your card btw and causes the error)

i can't help you for your second problem :( i don't have max7 so i can't comment. i'm sure octopus works nicely in 5.1

cheers
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Post by Dakurv »

yeah thank ekt i fixed the cfg filed ( i wrote .ini in the previous post but it was in fact .cfg files )

for the second one ... im mystafied as well... its looking for a dir that doest exist on my computer again :( its probably another path that needs to be modified somewhere...
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Post by CaseyB »

ogred3d9rendersystem is a plugin dll that needs to be in whatever folder is specified by your plugin.cfg file.
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Post by Dakurv »

i thought about that but the path that its looking in is not on my drive so i have to change that path

its a path that was probably on the developers drive... something like nikita\projects\ogre\ogrenes\rendersystems\

i guess ill make that dir an copy all the ogre stuff in there since i dont know where to redefine that path.
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Post by Dakurv »

im so writing an idiot proof tutorial when i get this working :)

ok the material preview is working fine...

i should have read the tutorial more carefully actually.. it was quite clearly laid out . I was skipping the part were you need to manually edit the video card you are using in the ogre.cfg file to preview the materials in max with the viewer

:oops:

so.. the only thing left to figure out is why the octopus exporter says

Maxscript rollout handler exception
--Runtime error : unknown struct member: #first frame

im on it , but if you have the quick answer please speak out.
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